I was just about to ask how were you able to get the heightmap to import to unreal and retain the exact scale, specifically the height. I have had some success myself but interested to know if you were able to make any progress with it?
No, I have not looked into it any more. I imagined that there might be a way to edit it via a script, but it looks like Unreal's answer is to just calculate the Z scale: docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/TechnicalGuide/#calculatingheightmapzscale
Possibly, any of them may work, I have not tried to import it into Godot. Unity and Generic are actually the same. The option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).
I looked into Godot, but it doesn't appear to have a default heightmap-based terrain solution. I am not planning to write a terrain system/importer for Godot, but any of the maps created by the addon should be easy to work with if someone wants to tackle that. Also, there's nothing particularly special about the Unity / Unreal setting, it's still a generic export, it just changes how Auto-Name works (_0_0 / _x0_y0), and the extention for RAW files (.raw / .r16).
I believe it should already be possible, the export is fairly generic, but I have not tried to import it into Godot. I can try to test it sometime and see if it needs any specific tweaks. The Unity/Unreal option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).
Oh nice i'm the someone, happy to see a new video from you ! And happy new year !
Happy new year!
I was just about to ask how were you able to get the heightmap to import to unreal and retain the exact scale, specifically the height. I have had some success myself but interested to know if you were able to make any progress with it?
No, I have not looked into it any more. I imagined that there might be a way to edit it via a script, but it looks like Unreal's answer is to just calculate the Z scale:
docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/TechnicalGuide/#calculatingheightmapzscale
Would Godot fall into the "generic" category for the export?
Possibly, any of them may work, I have not tried to import it into Godot. Unity and Generic are actually the same. The option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).
Gotcha, okay thank you. @@looseEdges
Can you please add option to export to Godot ?
I looked into Godot, but it doesn't appear to have a default heightmap-based terrain solution. I am not planning to write a terrain system/importer for Godot, but any of the maps created by the addon should be easy to work with if someone wants to tackle that. Also, there's nothing particularly special about the Unity / Unreal setting, it's still a generic export, it just changes how Auto-Name works (_0_0 / _x0_y0), and the extention for RAW files (.raw / .r16).
Looks great, can you do an Godot 4 export ?
I believe it should already be possible, the export is fairly generic, but I have not tried to import it into Godot. I can try to test it sometime and see if it needs any specific tweaks. The Unity/Unreal option just changes how Auto-Name works (_0_0 / _x0_y0), the extention for RAW files (.raw / .r16), and the resolution of heightmaps (8^n / 8^n-1).